annotate README @ 3978:b966761fef6c SDL-1.2

Significantly improved XIM support. Fixes Bugzilla #429. Selected notes from the patch's README: = FIXES = This patch fixes the above issues as follows. == X11 events == Moved XFilterEvent just after XNextEvent so that all events are passed to it. Also, XFilterEvent will receive masks indicated by IM through XNFilterEvents IC value as well as masks surpplied by SDL. X11_KeyRepeat is called between XNextEvent and XFilterEvent, after testing an event is a KeyRelease. I'm not 100% comfortable to do so, but I couldn't find a better timing to call it, and use of the function is inevitable. == Xutf8LookupString == Used a longer buffer to receive UTF-8 string. If it is insufficient, a dynamic storage of the requested size will be allocated. The initial size of the buffer is set to 32, because the Japanese text converted from the most widely used benchmark key sequence for Japanese IM, "WATASHINONAMAEHANAKANODESU." has ten Japanese characters in it, that occupies 30 bytes when encoded in UTF-8. == SDL_keysym.unicode == On Windows version of SDL implementation, SDL_keysym.unicode stores UTF-16 encoded unicode characters, one UTF-16 encoding unit per an SDL event. A Unicode supplementary characters are sent to an application as two events. (One with a high surrogate and another with a low surrogate.) The behavior seems reasonable since it is upward compatible with existing handling of BMP characters. I wrote a UTF-8 to UTF-16 conversion function for the purpose. It is designed with the execution speed in mind, having a minimum set of features that my patch requires.
author Ryan C. Gordon <icculus@icculus.org>
date Mon, 25 Jun 2007 19:58:32 +0000
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2 Simple DirectMedia Layer
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4 (SDL)
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6 Version 1.2
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8 ---
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9 http://www.libsdl.org/
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11 This is the Simple DirectMedia Layer, a general API that provides low
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12 level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL,
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13 and 2D framebuffer across multiple platforms.
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15 The current version supports Linux, Windows CE/95/98/ME/XP/Vista, BeOS,
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16 MacOS Classic, Mac OS X, FreeBSD, NetBSD, OpenBSD, BSD/OS, Solaris, IRIX,
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17 and QNX. The code contains support for Dreamcast, Atari, AIX, OSF/Tru64,
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18 RISC OS, SymbianOS, Nintendo DS, and OS/2, but these are not officially
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19 supported.
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21 SDL is written in C, but works with C++ natively, and has bindings to
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22 several other languages, including Ada, C#, Eiffel, Erlang, Euphoria,
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23 Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP,
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24 Pike, Pliant, Python, Ruby, and Smalltalk.
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26 This library is distributed under GNU LGPL version 2, which can be
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27 found in the file "COPYING". This license allows you to use SDL
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28 freely in commercial programs as long as you link with the dynamic
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29 library.
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31 The best way to learn how to use SDL is to check out the header files in
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32 the "include" subdirectory and the programs in the "test" subdirectory.
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33 The header files and test programs are well commented and always up to date.
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34 More documentation is available in HTML format in "docs/index.html", and
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35 a documentation wiki is available online at:
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36 http://www.libsdl.org/cgi/docwiki.cgi
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38 The test programs in the "test" subdirectory are in the public domain.
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40 Frequently asked questions are answered online:
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41 http://www.libsdl.org/faq.php
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43 If you need help with the library, or just want to discuss SDL related
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44 issues, you can join the developers mailing list:
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45 http://www.libsdl.org/mailing-list.php
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47 Enjoy!
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